mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-28 20:55:19 +00:00
8e341ee968
svn-id: r42133
256 lines
5.0 KiB
C++
256 lines
5.0 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* $URL$
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* $Id$
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*
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*/
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#include "draci/draci.h"
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#include "draci/animation.h"
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namespace Draci {
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Animation::Animation(DraciEngine *vm) : _vm(vm) {
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_id = kUnused;
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_z = 0;
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_playing = false;
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_looping = false;
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_delay = 0;
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_tick = _vm->_system->getMillis();
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_currentFrame = 0;
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}
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Animation::~Animation() {
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deleteFrames();
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}
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bool Animation::isLooping() {
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return _looping;
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}
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void Animation::setLooping(bool looping) {
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_looping = looping;
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}
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void Animation::setDelay(uint delay) {
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_delay = delay;
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}
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void Animation::nextFrame(bool force) {
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// If there's only one or no frames, return
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if (getFramesNum() < 2)
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return;
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Common::Rect frameRect = _frames[_currentFrame]->getRect();
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// If we are at the last frame and not looping, stop the animation
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// The animation is also restarted to frame zero
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if ((_currentFrame == nextFrameNum() - 1) && !_looping) {
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_currentFrame = 0;
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_playing = false;
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return;
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}
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if (force || (_tick + _delay <= _vm->_system->getMillis())) {
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_vm->_screen->getSurface()->markDirtyRect(frameRect);
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_currentFrame = nextFrameNum();
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_tick = _vm->_system->getMillis();
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}
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debugC(6, kDraciAnimationDebugLevel,
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"tick=%d delay=%d tick+delay=%d currenttime=%d frame=%d framenum=%d",
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_tick, _delay, _tick + _delay, _vm->_system->getMillis(), _currentFrame, _frames.size());
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}
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uint Animation::nextFrameNum() {
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if ((_currentFrame == getFramesNum() - 1) && _looping)
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return 0;
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else
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return _currentFrame + 1;
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}
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void Animation::drawFrame(Surface *surface) {
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if (_frames.size() == 0)
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return;
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if (_id == kOverlayImage) {
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_frames[_currentFrame]->draw(surface, false);
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}
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else {
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_frames[_currentFrame]->draw(surface, true);
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}
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}
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void Animation::setID(int id) {
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_id = id;
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}
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int Animation::getID() {
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return _id;
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}
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void Animation::setZ(uint z) {
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_z = z;
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}
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uint Animation::getZ() {
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return _z;
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}
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bool Animation::isPlaying() {
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return _playing;
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}
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void Animation::setPlaying(bool playing) {
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_playing = playing;
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}
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void Animation::addFrame(Drawable *frame) {
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_frames.push_back(frame);
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}
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uint Animation::getFramesNum() {
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return _frames.size();
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}
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void Animation::deleteFrames() {
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for (uint i = 0; i < getFramesNum(); ++i) {
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delete _frames[i];
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_frames.pop_back();
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}
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}
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Animation *AnimationManager::addAnimation(int id, uint z, bool playing) {
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Animation *anim = new Animation(_vm);
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anim->setID(id);
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anim->setZ(z);
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anim->setPlaying(playing);
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anim->setLooping(false);
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insertAnimation(anim);
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return anim;
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}
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void AnimationManager::play(int id) {
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Animation *anim = getAnimation(id);
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anim->setPlaying(true);
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}
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void AnimationManager::stop(int id) {
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Animation *anim = getAnimation(id);
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anim->setPlaying(false);
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}
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Animation *AnimationManager::getAnimation(int id) {
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Common::List<Animation *>::iterator it;
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for (it = _animations.begin(); it != _animations.end(); ++it) {
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if ((*it)->getID() == id) {
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return *it;
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}
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}
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return *_animations.end();
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}
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void AnimationManager::insertAnimation(Animation *animObj) {
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Common::List<Animation *>::iterator it;
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for (it = _animations.begin(); it != _animations.end(); ++it) {
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if (animObj->getZ() < (*it)->getZ())
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break;
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}
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_animations.insert(it, animObj);
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}
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void AnimationManager::addOverlay(Drawable *overlay, uint z) {
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Animation *anim = new Animation(_vm);
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anim->setID(kOverlayImage);
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anim->setZ(z);
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anim->setPlaying(true);
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anim->addFrame(overlay);
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insertAnimation(anim);
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}
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void AnimationManager::drawScene(Surface *surf) {
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Common::List<Animation *>::iterator it;
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for (it = _animations.begin(); it != _animations.end(); ++it) {
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if (! ((*it)->isPlaying()) ) {
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continue;
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}
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(*it)->nextFrame();
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(*it)->drawFrame(surf);
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}
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}
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void AnimationManager::deleteAnimation(int id) {
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Common::List<Animation *>::iterator it;
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for (it = _animations.begin(); it != _animations.end(); ++it) {
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if ((*it)->getID() == id)
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break;
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}
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(*it)->deleteFrames();
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_animations.erase(it);
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}
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void AnimationManager::deleteAll() {
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Common::List<Animation *>::iterator it;
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for (it = _animations.begin(); it != _animations.end(); ++it) {
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(*it)->deleteFrames();
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}
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_animations.clear();
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}
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}
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